Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Jianrong Tao

dblp:185/4005 · DBLP profile ↗
← Back
38ranked-venue papers
5as first author
26since 2021 · last 2026
0000-0003-1807-9522ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Databases, data management, data science and information retrieval · 21 · 3 first-author · 12 since 2021Artificial intelligence and machine learning · 20 · 4 first-author · 13 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 3 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Databases, data mining, and information retrieval
16 papers
Recommender systems · 42% Data mining · 37% Web and social media mining · 14%
Artificial intelligence
13 papers
Graph learning · 27% Representation and self-supervised learning · 21% Reinforcement learning · 14%
Computer graphics and multimedia
1 paper
Computational photography and imaging · 67% Geometric modeling and processing · 33%
Interdisciplinary, comprehensive, and emerging computing
2 papers
Computational social science and digital humanities · 100%
Network and information security
1 paper
Systems and software security · 50% Malware analysis · 50%
Theoretical computer science
2 papers
Mathematical optimization · 100%

Topics — the 30 heaviest of 56, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging
3d vision
1.012026
Mem4D: Decoupling Static and Dynamic Memory for Dynamic Scene Reconstruction · AAAI 2026
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
dynamic scene reconstruction
1.012026
Mem4D: Decoupling Static and Dynamic Memory for Dynamic Scene Reconstruction · AAAI 2026
Computational photography and imaging › image-based modeling › 3d reconstruction from images
monocular 3d reconstruction
1.012026
Mem4D: Decoupling Static and Dynamic Memory for Dynamic Scene Reconstruction · AAAI 2026
Mathematical optimization
combinatorial optimization
0.922021
Build Your Own Bundle - A Neural Combinatorial Optimization Method · ACM Multimedia 2021
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020
Database system architecture and tuning
decision support systems
0.822023
A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games · KDD 2023
EasySM: A Data-Driven Intelligent Decision Support System for Server Merge · AAAI 2022
Data mining
pattern mining
0.822023
A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games · KDD 2023
Unsupervised Representation Learning of Player Behavioral Data with Confidence Guided Masking · WWW 2022
Data mining
anomaly detection
0.722019
MVAN: Multi-view Attention Networks for Real Money Trading Detection in Online Games · KDD 2019
NGUARD: A Game Bot Detection Framework for NetEase MMORPGs · KDD 2018
Machine learning › Graph learning
graph neural network
0.722022
FingFormer: Contrastive Graph-based Finger Operation Transformer for Unsupervised Mobile Game Bot Detection · WWW 2022
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020
Data mining › predictive analytics
churn prediction
0.712023
perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online Games · ACM Trans. Inf. Syst. 2023
Recommender systems › user modeling
customer lifetime value prediction
0.712023
perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online Games · ACM Trans. Inf. Syst. 2023
Recommender systems
explainable recommendation
0.712023
A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games · KDD 2023
Data mining › predictive modeling › classification
multi-label classification
0.712023
Multi-Source Multi-Label Learning for User Profiling in Online Games · IEEE Trans. Multim. 2023
Recommender systems
user profiling
0.712023
Multi-Source Multi-Label Learning for User Profiling in Online Games · IEEE Trans. Multim. 2023
Data mining
clustering
0.622018
NGUARD: A Game Bot Detection Framework for NetEase MMORPGs · KDD 2018
Discovering different kinds of smartphone users through their application usage behaviors · UbiComp 2016
Machine learning › Representation and self-supervised learning › contrastive learning
graph contrastive learning
0.612022
FingFormer: Contrastive Graph-based Finger Operation Transformer for Unsupervised Mobile Game Bot Detection · WWW 2022
Natural language and speech › Language models and text generation
masked language modeling
0.612022
Unsupervised Representation Learning of Player Behavioral Data with Confidence Guided Masking · WWW 2022
Machine learning › Learning paradigms
multi-task learning
0.612022
Multi-Dimensional Prediction of Guild Health in Online Games: A Stability-Aware Multi-Task Learning Approach · AAAI 2022
Machine learning › Time series and sequential data › time series analysis
time series forecasting
0.612022
EasySM: A Data-Driven Intelligent Decision Support System for Server Merge · AAAI 2022
Machine learning › Representation and self-supervised learning › representation learning › spatio-temporal representation learning
trajectory representation learning
0.612022
T-Detector: A Trajectory based Pre-trained Model for Game Bot Detection in MMORPGs · ICDE 2022
Computational social science and digital humanities
causal inference
0.612022
Data-Driven Variable Decomposition for Treatment Effect Estimation · IEEE Trans. Knowl. Data Eng. 2022
Computational social science and digital humanities › causal inference
treatment effect estimation
0.612022
Data-Driven Variable Decomposition for Treatment Effect Estimation · IEEE Trans. Knowl. Data Eng. 2022
Web and social media mining
bot detection
0.612022
FingFormer: Contrastive Graph-based Finger Operation Transformer for Unsupervised Mobile Game Bot Detection · WWW 2022
Data mining
confounder balancing
0.612022
Data-Driven Variable Decomposition for Treatment Effect Estimation · IEEE Trans. Knowl. Data Eng. 2022
Recommender systems
graph convolutional network
0.612022
Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law Networks · ACM Trans. Inf. Syst. 2022
Recommender systems
social recommendation
0.612022
Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law Networks · ACM Trans. Inf. Syst. 2022
Systems and software security › application security
game cheating detection
0.612022
Few-shot Learning for Trajectory-based Mobile Game Cheating Detection · KDD 2022
Machine learning › Reinforcement learning
goal-conditioned reinforcement learning
0.512021
Reinforcement Learning with a Disentangled Universal Value Function for Item Recommendation · AAAI 2021
Recommender systems › set recommendation
bundle recommendation
0.512021
Build Your Own Bundle - A Neural Combinatorial Optimization Method · ACM Multimedia 2021
Recommender systems
reinforcement-learning-based recommendation
0.512021
Reinforcement Learning with a Disentangled Universal Value Function for Item Recommendation · AAAI 2021
Recommender systems › user recommendation
matchmaking
0.412020
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020

Methods — techniques the papers use, named apart from their topics

graph neural network · 2.6multi-task learning · 1.8correlation measurement · 1.7variational autoencoder · 1.3multi-source representation learning · 1.3disentangled latent space · 1.3time series prediction · 1.1attention mechanism · 1.1transient dynamics memory · 1.0persistent structure memory · 1.0dual-memory architecture · 1.0sequential modeling · 0.7explainable AI · 0.7churn prediction · 0.7variable decomposition · 0.6time-series prediction · 0.6time series encoding · 0.6propensity score · 0.6
YearPublicationVenuePosition
2026 Mem4D: Decoupling Static and Dynamic Memory for Dynamic Scene Reconstruction
abstract
Reconstructing dense geometry for dynamic scenes from a monocular video is a critical yet challenging task. Recent memory-based methods enable efficient online reconstruction, but they fundamentally suffer from a Memory Demand Dilemma: The memory representation faces an inherent conflict between the long-term stability required for static structures and the rapid, high-fidelity detail retention needed for dynamic motion. This conflict forces existing methods into a compromise, leading to either geometric drift in static structures or blurred, inaccurate reconstructions of dynamic objects. To address this dilemma, we propose Mem4D, a novel framework that decouples the modeling of static geometry and dynamic motion. Guided by this insight, we design a dual-memory architecture: 1) The Transient Dynamics Memory (TDM) focuses on capturing high-frequency motion details from recent frames, enabling accurate and fine-grained modeling of dynamic content; 2) The Persistent Structure Memory (PSM) compresses and preserves long-term spatial information, ensuring global consistency and drift-free reconstruction for static elements. By alternating queries to these specialized memories, Mem4D simultaneously maintains static geometry with global consistency and reconstructs dynamic elements with high fidelity. Experiments on challenging benchmarks demonstrate that our method achieves state-of-the-art or competitive performance while maintaining high efficiency.
Shuo Wang 0015, Peng Wang 0106, Yongcai Wang, Zhaoxin Fan, Tianbao Zhang, Jianrong Tao, Yeying Jin, Deying Li 0001
AAAI8
2024 GraphFederator: Federated Visual Analysis for Multi-party Graphs
abstract
This paper presents GraphFederator, a novel approach to construct federated representations of multi-party graphs and supports privacy-preserving visual analysis of graphs. Inspired by the concept of federated learning, we reformulate the analysis of multi-party graphs into a decentralization process. The new federation framework consists of a shared module that is responsible for federated modeling and analysis, and a set of local modules that run on respective graph data. Specifically, we propose a Federated Graph Representation Model (FGRM) that is learned from encrypted characteristics of multi-party graphs in local modules. We also design multiple visualization tools for federated visualization, exploration, and analysis of multi-party graphs. Experimental results on two datasets demonstrate the effectiveness of our approach.
Dongming Han, Wei Chen 0001, Rusheng Pan, Yijing Liu 0003, Jiehui Zhou, Haozhe Feng, Tian-Ye Zhang, Xumeng Wang, Minfeng Zhu 0001, Jianrong Tao, Changjie Fan, Xiaolong Zhang 0001
PacificVis11
2024 PU-Detector: A PU Learning-based Framework for Real Money Trading Detection in MMORPG
abstract
Massive multiplayer online role-playing games (MMORPG) have been becoming one of the most popular and exciting online games. In recent years, a cheating phenomenon called real money trading (RMT) has arisen and damaged the fantasy world in many ways. RMT is the sale of in-game items, currency, or even characters to earn real money, breaking the balance of the game economy ecosystem and damaging the game experience. Therefore, some studies have emerged to address the problem of RMT detection. However, they cannot well handle the label uncertainty problem in practice, where there are only labeled RMT samples (positive samples) and unlabeled samples, which could either be RMT samples or normal transactions (negative samples). Meanwhile, the trading relationship between RMTers is modeled in a simple way, leading to some normal transactions being falsely classified as RMT. In this article, we propose PU-Detector, a novel framework based on PU learning (learning from positive and unlabeled data) for RMT detection, considering the fact that there are only labeled RMT samples and other unlabeled transactions. We first automatically estimate the likelihood of one transaction being RMT by developing an improved PU learning method and proposing an assessment rule. Sequentially, we use the estimated likelihood as edge weight to construct a trading graph to learn trader representation. Then, with the trader representations and basic trading features, we detect RMT samples by the improved PU learning method. PU-Detector is evaluated on a large-scale real world dataset consisting of 33,809,956 transaction logs generated by 43,217 unique players. Compared with other approaches, it achieves the state-of-the-art performance and demonstrates its advantages in detecting underlying RMT samples.
Yilin Wang 0014, Sha Zhao, Runze Wu 0001, Yuhong Xu, Jianrong Tao, Tangjie Lv, Shijian Li, Zhipeng Hu, Gang Pan 0001
ACM Trans. Knowl. Discov. Data6
2023 A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games
abstract
Faced with saturated market and fierce competition of online games, it is of great value to analyze the causes of the player churn for improving the game product, maintaining the player retention. A large number of research efforts on churn analysis have been made into churn prediction, which can achieve a sound accuracy benefiting from the booming of AI technologies. However, game publishers are usually unable to apply high-accuracy prediction methods in practice for preventing or relieving the churn due to the lack of the specific decision support (e.g., why they leave and what to do next). In this study, we fully exploit the expertise in online games and propose a comprehensive data-driven decision support framework for addressing game player churn. We first define the churn analysis in online games from a commercial perspective and elaborate the core demands of game publishers for churn analysis. Then we employ and improve the cutting-edge eXplainable AI (XAI) methods to predict player churn and analyze the potential churn causes. The possible churn causes can finally guide game publishers to make specific decisions of revision or intervention in our designed procedure. We demonstrate the effectiveness and high practical value of the framework by conducting extensive experiments on a real-world large-scale online game, Justice PC. The whole decision support framework, bringing interesting and valuable insights, also receives quite positive reviews from the game product and operation teams. Notably, the whole pipeline is readily transplanted to other online systems for decision support to address similar issues.
Runze Wu 0001, Jianrong Tao, Tangjie Lyu, Changjie Fan, Peng Cui 0001
KDD4
2023 Explainable AI for Cheating Detection and Churn Prediction in Online Games
abstract
Online gaming is a multibillion dollar industry that entertains a large, global population. Empowering online games with AI has made a great success, however, ignores the explainability of black-box model makes AI less responsible and hinders its further development. In this article, we introduce and discuss the audience and the concept of XAI (eXplainable AI) in online games. We propose a GXAI workflow, which combines the strong expressiveness of multiview data sources and the clear transparency of multiview black-box models. We present four specific classifiers and explainers in the character portrait view, the behavior sequence view, the client image view, and the social graph view. Experiments conducted on real-world datasets for game cheating detection and player churn prediction show the accuracy of classification and the rationality of explanation. We also discover and present numerous interesting and valuable findings from the individual, local, and global explanations. We implement and deploy three practical applications, including evidence and reason generation, model debugging and testing, and model compression and comparison in NetEase Games and have received quite positive reviews from user studies. More future work is in progress since this is the first work that introduces XAI in online games.
Jianrong Tao, Runze Wu 0001, Tangjie Lyu, Changjie Fan, Zhipeng Hu, Sha Zhao, Gang Pan 0001
IEEE Trans. Games1
2023 Multi-Source Multi-Label Learning for User Profiling in Online Games
abstract
In online games, user profiling plays a vital role in a variety of personalized services. Current solutions typically treat different dimensions or labels (e.g., willing to pay or not, high, medium, or low appetite for some gameplays) of the full user profiles as independent multi-class/binary classification tasks. However, such one-by-one profiling strategy clearly overlooks the implicitly correlations among profiling tasks, which results in a degraded performance. To cope with this issue, we make the first attempt to formalize this problem as a multi-label learning task. Accordingly, we develop a unified Multi-Source Multi-Label learning framework~(MSML) that well utilizes semantically rich features and labels for boosted user profiling in online games. Specifically, we first introduce a multi-source user representation network that exploits multi-source data in online games to obtain informative user representations. Subsequently, to handle multiple labels, we propose a novel embedding-based multi-label network that consists of two variational autoencoders with disentangled latent spaces. Note that our framework can guarantee the consistency of the training and testing phases by a novel dual-tower design to overcome the limitation of existing approaches that use one coupled decoder for both features and labels. Extensive experiments on six public multi-label datasets and one real-world online game dataset from Justice demonstrate that the proposed framework outperforms the state-of-the-art baseline methods. Moreover, our proposed framework has been successfully deployed in several online games, yielding a significant boost in multi-label user profiling.
Haobo Wang 0001, Runze Wu 0001, Manhu Qu, Tianlei Hu, Gang Chen 0001, Jianrong Tao, Changjie Fan
IEEE Trans. Multim.8
2023 perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online Games
abstract
Online games make up the largest segment of the booming global game market in terms of revenue as well as players. Unlike games that sell games at one time for profit, online games make money from in-game purchases by a large number of engaged players. Therefore, Customer Lifetime Value (CLTV) is particularly vital for game companies to improve marketing decisions and increase game revenues. Nowadays, as virtual game worlds are becoming increasingly innovative, complex, and diverse, the CLTV of massive players is highly personalized. That is, different players may have very different patterns of CLTV, especially on churn and payment. However, current solutions are inadequate in terms of personalization and thus limit predictive performance. First, most methods just attempt to address either task of CLTV, i.e., churn or payment, and only consider the personalization from one of them. Second, the correlation between churn and payment has not received enough attention and its personalization has not been fully explored yet. Last, most solutions around this line are conducted based on historical data where the evaluation is not convincing enough without real-world tests. To tackle these problems, we propose a general system to predict personalized customer lifetime value in online games, named perCLTV. To be specific, we revisit the personalized CLTV prediction problem from the two sub-tasks of churn prediction and payment prediction in a sequential gated multi-task learning fashion. On this basis, we develop a generalized framework to model CLTV across games in distinct genres by heterogeneous player behavior data, including individual behavior sequential data and social behavior graph data. Comprehensive experiments on three real-world datasets validate the effectiveness and rationality of perCLTV, which significantly outperforms other baseline methods. Our work has been implemented and deployed in many online games released from NetEase Games. Online A/B testing in production shows that perCLTV achieves a prominent improvement in two precision marketing applications of popup recommendation and churn intervention.
Runze Wu 0001, Jianrong Tao, Manhu Qu, Minghao Zhao 0002, Changjie Fan, Hongke Zhao
ACM Trans. Inf. Syst.3
2022 EasySM: A Data-Driven Intelligent Decision Support System for Server Merge
abstract
As an independent social and economic entity, game servers plays a dominant role in building a stable, living, and attractive virtual world in massive multi-player online role-playing games (MMORPGs). We propose and implement a novel intelligent decision support system for server merge (SM) for maintaining the game ecology at the macro level. The services provided by this system include server health diagnosis, server merge assessment, and combination strategy recommendation. Specifically, we design an effective time series prediction algorithm to diagnose the health status of one server (e.g., user activity, online time, daily revenue) based on real game scenarios, and then select the servers with poor status from all servers. Moreover, to dig out the inherent development laws of servers from the historical merge records, we leverage a correlation measurement algorithm to find the historical merged servers that are similar to the servers to be merged and then evaluate the potential trend after merging, which can assist experts to make reasonable decisions. We deploy our system into practice for multiple MMORPGs and achieve sound online performance endorsed by the game operation team.
Manhu Qu, Jie Huang 0024, Runze Wu 0001, Jianrong Tao, Tangjie Lv
AAAI6
2022 Multi-Dimensional Prediction of Guild Health in Online Games: A Stability-Aware Multi-Task Learning Approach
abstract
Guild is the most important long-term virtual community and emotional bond in massively multiplayer online role-playing games (MMORPGs). It matters a lot to the player retention and game ecology how the guilds are going, e.g., healthy or not. The main challenge now is to characterize and predict the guild health in a quantitative, dynamic, and multi-dimensional manner based on complicated multi-media data streams. To this end, we propose a novel framework, namely Stability-Aware Multi-task Learning Approach(SAMLA) to address these challenges. Specifically, different media-specific modules are designed to extract information from multiple media types of tabular data, time seriescharacteristics, and heterogeneous graphs. To capture the dynamics of guild health, we introduce a representation encoder to provide a time series view of multi-media data that is used for task prediction. Inspiredby well-received theories on organization management, we delicately define five specific and quantitative dimensions of guild health and make parallel predictions based on a multi-task approach. Besides, we devise a novel auxiliary task, i.e.,the guild stability, to boost the performance of the guild health prediction task. Extensive experiments on a real-world large-scale MMORPG dataset verify that our proposed method outperforms the state-of-the-art methods in the task of organizational health characterization and prediction. Moreover, our work has been practically deployed in online MMORPG, and case studies clearly illustrate the significant value.
Chuang Zhao 0002, Hongke Zhao, Runze Wu 0001, Yu Ding 0001, Jianrong Tao, Changjie Fan
AAAI6
2022 Trajectory-Based Mobile Game Bots Detection with Gaussian Mixture Model
Yueyang Su, Di Yao 0001, Jingping Bi, Runze Wu 0001, Jianrong Tao
ICANN (3)8
2022 T-Detector: A Trajectory based Pre-trained Model for Game Bot Detection in MMORPGs
abstract
Game bots are programmed to automatically play games and illegally obtain profit, seriously affecting game experience of honest players and breaking the balance of game ecosystem. Therefore, bot detection needs to be addressed urgently, especially for MMORPGs, one of the most rapidly expanding genres of games. There have been some studies for bot detection, but the features they used are dependent on specific games and the methods cannot be generalized to other games. In this paper, we propose a trajectory based pre-trained model for game bot detection from game character trajectories and mouse trajectories, named T-Detector, which is independent to specific games and can be generalized to others. More specifically, we propose a pretrain method of LocationTime2Vec to learn representations of trajectories from huge unlabeled samples, which deeply embed spatial and temporal information hidden in trajectories. Moreover, we extract universal features based on behavioral differences in movement trajectories between human players and bots. We design an Angle Pretrain to extract features of turning angle, and propose an attention pooling module to extract features of moving speed and distance. Such features are not dependent on any specific game, enabling T-Detector to be generalized to many MMORPGs. Evaluated by two large-scale real-world datasets of 143,938 samples from two MMORPGs, T-Detector achieves the state-of-the-art performance in bot detection, and demonstrates powerful generalization ability.
Sha Zhao, Junwei Fang, Runze Wu 0001, Jianrong Tao, Shijian Li, Gang Pan 0001
ICDE5
2022 Few-shot Learning for Trajectory-based Mobile Game Cheating Detection
abstract
With the emerging of smartphones, mobile games have attracted billions of players and occupied most of the share for game companies. On the other hand, mobile game cheating, aiming to gain improper advantages by using programs that simulate the players' inputs, severely damages the game's fairness and harms the user experience. Therefore, detecting mobile game cheating is of great importance for mobile game companies. Many PC game-oriented cheating detection methods have been proposed in the past decades, however, they can not be directly adopted in mobile games due to the concern of privacy, power, and memory limitations of mobile devices. Even worse, in practice, the cheating programs are quickly updated, leading to the label scarcity for novel cheating patterns. To handle such issues, we in this paper introduce a mobile game cheating detection framework, namely FCDGame, to detect the cheats under the few-shot learning framework. FCDGame only consumes the screen sensor data, recording users' touch trajectories, which is less sensitive and more general for almost all mobile games. Moreover, a Hierarchical Trajectory Encoder and a Cross-pattern Meta Learner are designed in FCDGame to capture the intrinsic characters of mobile games and solve the label scarcity problem, respectively. Extensive experiments on two real online games show that FCDGame achieves almost 10% improvements in detection accuracy with only few fine-tuned samples.
Yueyang Su, Di Yao 0001, Xiaokai Chu, Wenbin Li 0012, Jingping Bi, Runze Wu 0001, Shize Zhang, Jianrong Tao
KDD9
2022 A GNN-Enhanced Game Bot Detection Model for MMORPGs
Xianyang Qi, Jiashu Pu, Runze Wu 0001, Jianrong Tao
PAKDD (2)5
2022 FingFormer: Contrastive Graph-based Finger Operation Transformer for Unsupervised Mobile Game Bot Detection
abstract
This paper studies the task of detecting bots for online mobile games. Considering the fact of lacking labeled cheating samples and restricted available data in the real detection systems, we aim to study the finger operations captured by screen sensors to infer the potential bots in an unsupervised way. In detail, we introduce a Transformer-style detection model, namely FingFormer. It studies the finger operations in the format of graph structure in order to capture the spatial and temporal relatedness between the two hands’ operations. To optimize the model in an unsupervised way, we introduce two contrastive learning strategies to refine both finger moving patterns and players’ operation habits. We conduct extensive experiments under different experimental environments, including the synthetic dataset, the offline dataset, as well as the large-scale online data flow from three mobile games. The multi-facet experiments illustrate the proposed model is both effective and general to detect the bots for different mobile games.
Wenbin Li 0012, Xiaokai Chu, Yueyang Su, Di Yao 0001, Runze Wu 0001, Shize Zhang, Jianrong Tao, Jingping Bi
WWW8
2022 Unsupervised Representation Learning of Player Behavioral Data with Confidence Guided Masking
abstract
Players of online games generate rich behavioral data during gaming. Based on these data, game developers can build a range of data science applications, such as bot detection and social recommendation, to improve the gaming experience. However, the development of such applications requires data cleansing, training sample labeling, feature engineering, and model development, which makes the use of such applications in small and medium-sized game studios still uncommon. While acquiring supervised learning data is costly, unlabeled behavioral logs are often continuously and automatically generated in games. Thus we resort to unsupervised representation learning of player behavioral data to optimize intelligent services in games. Behavioral data has many unique properties, including semantic complexity, excessive length, etc. A worth noting property within raw player behavioral data is that a lot of it is task-irrelevant. For these data characteristics, we introduce a BPE-enhanced compression method and propose a novel adaptive masking strategy called Masking by Token Confidence (MTC) for the Masked Language Modeling (MLM) pre-training task. MTC is designed to increase the masking probabilities of task-relevant tokens. Experiments on four downstream tasks and successful deployment in a world-renowned Massively Multiplayer Online Role-Playing Game (MMORPG) prove the effectiveness of the MTC strategy1.
Jiashu Pu, Jianshi Lin, Xiaoxi Mao, Jianrong Tao, Runze Wu 0001
WWW4
2022 PPPNE: Personalized proximity preserved network embedding
Ge Fan, Biao Geng, Jianrong Tao, Kai Wang 0064, Changjie Fan
Neurocomputing3
2022 Find Your Organization in MMORPGs
abstract
Social relationships are the basis for communication and collaboration between players in many online games. In this article, we propose a machine-learning-based approach to model the relationship between players and guilds in online games. Our approach combines deep learning techniques with useful prior expert knowledge, where the core component is a graph convolutional network that is designed to utilize both social relationships and behavior preferences of players. For each player in the game, the model is trained to estimate the likelihood of whether the player matches the guild, which enables rapid matching of players and guilds via recommendation. The proposed approach is evaluated on an industrial dataset collected from a popular online game and also deployed in the game as a basic component of the social system. Experimental results show that our approach is not only intuitive but also very superior to other baseline methods.
Minghao Zhao 0002, Kai Wang 0064, Runze Wu 0001, Jianrong Tao, Changjie Fan
IEEE Trans. Games6
2022 Understanding Smartphone Users From Installed App Lists Using Boolean Matrix Factorization
abstract
Smartphones are changing humans' lifestyles. Mobile applications (apps) on smartphones serve as entries for users to access a wide range of services in our daily lives. The apps installed on one's smartphone convey lots of personal information, such as demographics, interests, and needs. This provides a new lens to understand smartphone users. However, it is difficult to compactly characterize a user with his/her installed app list. In this article, a user representation framework is proposed, where we model the underlying relations between apps and users with Boolean matrix factorization (BMF). It builds a compact user subspace by discovering basic components from installed app lists. Each basic component encapsulates a semantic interpretation of a series of special-purpose apps, which is a reflection of user needs and interests. Each user is represented by a linear combination of the semantic basic components. With this user representation framework, we use supervised and unsupervised learning methods to understand users, including mining user attributes, discovering user groups, and labeling semantic tags to users. Extensive experiments were conducted on three data subsets from a large-scale real-world dataset for evaluation, each consisting of installed app lists from over 10 000 users. The results demonstrated the effectiveness of our user representation framework.
Sha Zhao, Gang Pan 0001, Jianrong Tao, Zhiling Luo, Shijian Li, Zhaohui Wu 0001
IEEE Trans. Cybern.3
2022 Data-Driven Variable Decomposition for Treatment Effect Estimation
abstract
Causal Inference plays an important role in decision making in many fields, such as social marketing, healthcare, and public policy. One fundamental problem in causal inference is the treatment effect estimation in observational studies when variables are confounded. Controlling for confounding effects is generally handled by propensity score. But it treats all observed variables as confounders and ignores the adjustment variables, which have no influence on treatment but are predictive of the outcome. Recently, it has been demonstrated that the adjustment variables are effective in reducing the variance of the estimated treatment effect. However, how to automatically separate the confounders and adjustment variables in observational studies is still an open problem, especially in the scenarios of high dimensional variables, which are common in the big data era. In this paper, we first propose a Data-Driven Variable Decomposition (D$^2$VD) algorithm, which can 1) automatically separate confounders and adjustment variables with a data-driven approach, and 2) simultaneously estimate treatment effect in observational studies with high dimensional variables. Under standard assumptions, we theoretically prove that our D$^2$VD algorithm can unbiased estimate treatment effect and achieve lower variance than traditional propensity score based methods. Moreover, to address the challenges from high-dimensional variables and nonlinear, we extend our D$^2$VD to a non-linear version, namely Nonlinear-D$^2$VD (N-D$^2$VD) algorithm. To validate the effectiveness of our proposed algorithms, we conduct extensive experiments on both synthetic and real-world datasets. The experimental results demonstrate that our D$^2$VD and N-D$^2$VD algorithms can automatically separate the variables precisely, and estimate treatment effect more accurately and with tighter confidence intervals than the state-of-the-art methods. We also demonstrated that the top-ranked features by our algorithm have the best prediction performance on an online advertising dataset.
Kun Kuang 0001, Peng Cui 0001, Hao Zou 0001, Bo Li 0064, Jianrong Tao, Fei Wu 0001, Shiqiang Yang
IEEE Trans. Knowl. Data Eng.5
2022 Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law Networks
abstract
In recent years, advances in Graph Convolutional Networks (GCNs) have given new insights into the development of social recommendation. However, many existing GCN-based social recommendation methods often directly apply GCN to capture user-item and user-user interactions, which probably have two main limitations: (a) Due to the power-law property of the degree distribution, the vanilla GCN with static normalized adjacency matrix has limitations in learning node representations, especially for the long-tail nodes; (b) multi-typed social relationships between users that are ubiquitous in the real world are rarely considered. In this article, we propose a novel Bilateral Filtering Heterogeneous Attention Network (BFHAN), which improves long-tail node representations and leverages multi-typed social relationships between user nodes. First, we propose a novel graph convolutional filter for the user-item bipartite network and extend it to the user-user homogeneous network. Further, we theoretically analyze the correlation between the convergence values of different graph convolutional filters and node degrees after stacking multiple layers. Second, we model multi-relational social interactions between users as the multiplex network and further propose a multiplex attention network to capture distinctive inter-layer influences for user representations. Last but not least, the experimental results demonstrate that our proposed method outperforms several state-of-the-art GCN-based methods for social recommendation tasks.
Minghao Zhao 0002, Kai Wang 0064, Runze Wu 0001, Jianrong Tao, Changjie Fan, Liang Chen 0001, Peng Cui 0001
ACM Trans. Inf. Syst.5
2021 NeuralAC: Learning Cooperation and Competition Effects for Match Outcome Prediction
abstract
Match outcome prediction in group comparison setting is a challenging but important task. Existing works mainly focus on learning individual effects or mining limited interactions between teammates, which is not sufficient for capturing complex interactions between teammates as well as between opponents. Besides, the importance of interacting with different characters is still largely underexplored. To this end, we propose a novel Neural Attentional Cooperation-competition model (NeuralAC), which incorporates weighted-cooperation effects (i.e., intra-team interactions) and weighted-competition effects (i.e., inter-team interactions) for predicting match outcomes. Specifically, we first project individuals to latent vectors and learn complex interactions through deep neural networks. Then, we design two novel attention-based mechanisms to capture the importance of intra-team and inter-team interactions, which enhance NeuralAC with both accuracy and interpretability. Furthermore, we demonstrate NeuralAC can generalize several previous works. To evaluate the performances of NeuralAC, we conduct extensive experiments on four E-sports datasets. The experimental results clearly verify the effectiveness of NeuralAC compared with several state-of-the-art methods.
Yin Gu, Qi Liu 0003, Kai Zhang 0038, Zhenya Huang, Runze Wu 0001, Jianrong Tao
AAAI6
2021 Reinforcement Learning with a Disentangled Universal Value Function for Item Recommendation
abstract
In recent years, there are great interests as well as many challenges in applying reinforcement learning (RL) to recommendation systems (RS). In this paper, we summarize three key practical challenges of large-scale RL-based recommender systems: massive state and action spaces, high-variance environment, and the unspecific reward setting in recommendation. All these problems remain largely unexplored in the existing literature and make the application of RL challenging. We develop a model-based reinforcement learning framework, called GoalRec. Inspired by the ideas of world model (model-based), value function estimation (model-free), and goal-based RL, a novel disentangled universal value function designed for item recommendation is proposed. It can generalize to various goals that the recommender may have, and disentangle the stochastic environmental dynamics and high-variance reward signals accordingly. As a part of the value function, free from the sparse and high-variance reward signals, a high-capacity reward-independent world model is trained to simulate complex environmental dynamics under a certain goal. Based on the predicted environmental dynamics, the disentangled universal value function is related to the user's future trajectory instead of a monolithic state and a scalar reward. We demonstrate the superiority of GoalRec over previous approaches in terms of the above three practical challenges in a series of simulations and a real application.
Kai Wang 0064, Zhene Zou, Jianrong Tao, Runze Wu 0001, Changjie Fan, Liang Chen 0001, Peng Cui 0001
AAAI4
2021 Globally Optimized Matchmaking in Online Games
abstract
As one of the core components of online games, matchmaking is the process of arranging multiple players into matches, where the quality of matchmaking systems directly determines player satisfaction and further affects the life cycle of game products. With the number of candidate players increases, the number of possible match combinations grows exponentially, which makes the current implementation for multiplayer matchmaking can only obtain locally optimal arrangement in an inefficient fashion. In this paper, we focus on the globally optimized matchmaking problem, in which the objective is to decide an optimal matching sequence for the queuing players. To tackle this challenging problem, we propose a novel data-driven matchmaking framework, called GloMatch, based on machine learning principles. Through transforming the matchmaking problem into a sequential decision problem, we solve it with the help of an effective policy-based deep reinforcement learning algorithm. Quantitative experiments on simulation and online game environments demonstrate the effectiveness of the presented framework.
Kai Wang 0064, Zhipeng Hu, Runze Wu 0001, Linxia Gong, Jianrong Tao, Changjie Fan, Peng Cui 0001
KDD7
2021 Build Your Own Bundle - A Neural Combinatorial Optimization Method
abstract
In the business domain,bundling is one of the most important marketing strategies to conduct product promotions, which is commonly used in online e-commerce and offline retailers. Existing recommender systems mostly focus on recommending individual items that users may be interested in, such as the considerable research work on collaborative filtering that directly models the interaction between users and items. In this paper, we target at a practical but less explored recommendation problem named personalized bundle composition, which aims to offer an optimal bundle (i.e., a combination of items) to the target user. To tackle this specific recommendation problem, we formalize it as a combinatorial optimization problem on a set of candidate items and solve it within a neural combinatorial optimization framework. Extensive experiments on public datasets are conducted to demonstrate the superiority of the proposed method.
Kai Wang 0064, Minghao Zhao 0002, Runze Wu 0001, Yu Ding 0001, Zhene Zou, Jianrong Tao, Changjie Fan
ACM Multimedia8
2021 Continuous treatment effect estimation via generative adversarial de-confounding
Kun Kuang 0001, Yunzhe Li 0003, Bo Li 0064, Peng Cui 0001, Hongxia Yang, Jianrong Tao, Fei Wu 0001
Data Min. Knowl. Discov.6
2021 Player Behavior Modeling for Enhancing Role-Playing Game Engagement
abstract
Role-playing games (RPGs) are one of the most exciting and most rapidly expanding genres of online games. Virtual characters that are not controlled by players, have become an integral part, which helps to advance narratives of RPGs. Believable characters can enhance game engagement and further improve player retention. However, game players easily find that most characters' behaviors are limited and improbable, resulting in a less meaningful game experience. In this work, we propose a framework to model game behaviors to learn behavior patterns of human players. Based on the learned behavior patterns, it generates human-like action sequences that can be used for the design of believable virtual characters in RPGs, so as to enhance game engagement. Specifically, considering the influence of game context in behavior patterns, we integrate game context (players' levels and game classes) with actions together to model behaviors. We propose a long-term memory cell on actions and game context to learn the hidden representations. We also introduce an attention mechanism to measure the contribution of the actions previously performed to the next action. Given only one action, our model can generate action sequences by predicting the succeeding action based on the previously generated actions. The model was evaluated on a real-world data set of over 22 000 players and more than 51 million action logs of an RPG game in 21 days. The results demonstrate the state-of-the-art performance.
Sha Zhao, Yizhi Xu, Zhiling Luo, Jianrong Tao, Shijian Li, Changjie Fan, Gang Pan 0001
IEEE Trans. Comput. Soc. Syst.4
2020 XAI-Driven Explainable Multi-view Game Cheating Detection
abstract
Online gaming is one of the most successful applications having a large number of players interacting in an online persistent virtual world through the Internet. However, some cheating players gain improper advantages over normal players by using illegal automated plugins which has brought huge harm to game health and player enjoyment. Game industries have been devoting much efforts on cheating detection with multiview data sources and achieved great accuracy improvements by applying artificial intelligence (AI) techniques. However, generating explanations for cheating detection from multiple views still remains a challenging task. To respond to the different purposes of explainability in AI models from different audience profiles, we propose the EMGCD, the first explainable multi-view game cheating detection framework driven by explainable AI (XAI). It combines cheating explainers to cheating classifiers from different views to generate individual, local and global explanations which contributes to the evidence generation, reason generation, model debugging and model compression. The EMGCD has been implemented and deployed in multiple game productions in NetEase Games, achieving remarkable and trustworthy performance. Our framework can also easily generalize to other types of related tasks in online games, such as explainable recommender systems, explainable churn prediction, etc.
Jianrong Tao, Yuhong Xu, Jianshi Lin, Runze Wu 0001, Changjie Fan
CoG1
2020 Multi-source Data Multi-task Learning for Profiling Players in Online Games
abstract
Profiling game players, especially potential churn and payment prediction, is of paramount importance for online games to improve the product design and the revenue. However, current solutions view either churn or payment prediction as an independent task and most of the previous attempts only depend on the single data source, i.e., the tabular portrait data. Based on the data of two real-world online games, we conduct extensive data analysis. On the one hand, there exists a significant correlation between the player churn and payment. On the other hand, heterogeneous multi-source data, including player portrait, behavior sequence, and social network, can complement each other for a better understanding of each player. To this end, we propose a novel Multi-source Data Multi-task Learning approach, named MSDMT, to capture the multi-source implicit information and predict the churn and payment of each player simultaneously in a multi-task learning fashion. Comprehensive experiments on two real-world datasets validate the effectiveness and rationality of our proposed method, which yields significant improvements against other baseline approaches.
Runze Wu 0001, Jianrong Tao, Manhu Qu, Changjie Fan
CoG3
2020 Personalized Bundle Recommendation in Online Games
abstract
In business domains, bundling is one of the most important marketing strategies to conduct product promotions, which is commonly used in online e-commerce and offline retailers. Existing recommender systems mostly focus on recommending individual items that users may be interested in. In this paper, we target at a practical but less explored recommendation problem named bundle recommendation, which aims to offer a combination of items to users. To tackle this specific recommendation problem in the context of the virtual mall in online games, we formalize it as a link prediction problem on a user-item-bundle tripartite graph constructed from the historical interactions, and solve it with a neural network model that can learn directly on the graph-structure data. Extensive experiments on three public datasets and one industrial game dataset demonstrate the effectiveness of the proposed method. Further, the bundle recommendation model has been deployed in production for more than one year in a popular online game developed by Netease Games, and the launch of the model yields more than 60% improvement on conversion rate of bundles, and a relative improvement of more than 15% on gross merchandise volume (GMV).
Kai Wang 0064, Minghao Zhao 0002, Zhene Zou, Runze Wu 0001, Jianrong Tao, Changjie Fan, Liang Chen 0001
CIKM6
2020 Match Tracing: A Unified Framework for Real-time Win Prediction and Quantifiable Performance Evaluation
abstract
Win prediction and performance evaluation are two core subjects in the sport analytics. Traditionally, they are treated separately and studied by two independent communities. However, this is not the intuitive way how humans interpret the matches: we predict the match results with the competition carrying on, and simultaneously evaluate each action based on the game context and its downstream impact. Predicting the match outcomes and evaluating the actions are coupled tasks, and the more accurately we predict, the better the evaluation is
Kai Wang 0064, Linxia Gong, Jianrong Tao, Runze Wu 0001, Changjie Fan, Liang Chen 0001, Peng Cui 0001
CIKM4
2020 Deep Behavior Tracing with Multi-level Temporality Preserved Embedding
abstract
Behavior tracing or predicting is a key component in various application scenarios like online user modeling and ubiquitous computing, which significantly benefits the system design (e.g., resource pre-caching) and improves the user experience (e.g., personalized recommendation). Traditional behavior tracing methods like Markovian and sequential models take recent behaviors as input and infer the next move by using the most real-time information. However, these existing methods rarely comprehensively model the low-level temporal irregularity in the recent behavior sequence, i.e., the unevenly distributed time intervals between consecutive behaviors, and the high-level periodicity in the long-term activity cycle, i.e., the periodic behavior patterns of each user.
Runze Wu 0001, Jianrong Tao, Changjie Fan, Qi Liu 0003, Liang Chen 0001
CIKM3
2020 Keep You from Leaving: Churn Prediction in Online Games
Angyu Zheng, Liang Chen 0001, Fenfang Xie, Jianrong Tao, Changjie Fan, Zibin Zheng
DASFAA (2)4
2020 OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena
abstract
Matchmaking is a core problem for the e-sports and online games, which determines the player satisfaction and further influences the life cycle of the gaming products. Most of matchmaking systems take the form of grouping the queuing players into two opposing teams by following certain rules. The design and implementation of matchmaking systems are usually product-specific and labor-intensive.
Linxia Gong, Xiaochuan Feng, Dezhi Ye, Runze Wu 0001, Jianrong Tao, Changjie Fan, Peng Cui 0001
KDD6
2020 NGUARD+: An Attention-based Game Bot Detection Framework via Player Behavior Sequences
abstract
Game bots are automated programs that assist cheating users, leading to an imbalance in the game ecosystem and the collapse of user interest. Online games provide immersive gaming experience and attract many loyal fans. However, game bots have proliferated in volume and method, evolving with the real-world detection methods and showing strong diversity, leaving game bot detection efforts extremely difficult. Existing game bot detection techniques mostly rely on handcrafted features or time-series based features instead of fully utilizing player behavior sequences. In this regard, a more reasonable way should be learning user patterns from player behavior sequences when facing the fast-changing nature of game bots. Here we propose a general game bot detection framework for massively multiplayer online role playing games termed NGUARD+ (denoting NetEase Games’ Guard), which captures user patterns in order to identify game bots from player behavior sequences. NGUARD+ mainly employs attention-based methods to automatically differentiate game bots from humans. We provide a combination of supervised and unsupervised methods for game bot detection to detect game bots and new type of game bots even when the labels of game bots are limited. Specifically, we propose the following two variants for attention-based sequence modeling: Attention based Bidirectional Long Short-Term Memory Networks (ABLSTM) and Hierarchical Self-Attention Network (HSAN) as our supervised models. ABLSTM is keen on inducing certain inductive biases which makes learning more reasonable as well as capturing local dependency and global information, while HSAN could handle much longer behavior sequences with less memory and higher computational efficiency. Experiments conducted on a real-world dataset show that NGUARD+ can achieve remarkable performance improvement compared to traditional methods. Moreover, NGUARD+ can reveal outstanding robustness for game bots in mutated patterns and even in completely unseen patterns.
Jiarong Xu, Jianrong Tao, Changjie Fan, Zhou Zhao 0001, Jiangang Lu
ACM Trans. Knowl. Discov. Data3
2019 GMTL: A GART Based Multi-task Learning Model for Multi-Social-Temporal Prediction in Online Games
abstract
Multi-social-temporal (MST) data, which represent multi-attributed time series corresponding to the entities in multi-relational social network series, are ubiquitous in real-world and virtual-world dynamic systems, such as online games. Predictions over MST data such as social time series prediction and temporal link weight prediction are of great importance but challenging. They are affected by many complex factors, including temporal characteristics, social characteristics, collaborative characteristics, task characteristics and the intrinsic causality between them. In this paper, we propose a graph attention recurrent network (GART) based multi-task learning model (GMTL) to fuse information across multiple social-temporal prediction tasks. Experiments on an MMORPG dataset demonstrate that GMTL outperforms the state-of-the-art baselines and can significantly improve performances of specific social-temporal prediction task with additional information from others. Our work has been deployed to several MMORPGs in practice and can also expand to many related multi-social-temporal prediction tasks in real-world applications. Case studies on applications for multi-social-temporal prediction show that GMTL produces great value in the actual business in NetEase Games.
Jianrong Tao, Linxia Gong, Changjie Fan, Longbiao Chen, Dezhi Ye, Sha Zhao
CIKM1
2019 MVAN: Multi-view Attention Networks for Real Money Trading Detection in Online Games
abstract
Online gaming is a multi-billion dollar industry that entertains a large, global population. However, one unfortunate phenomenon known as real money trading harms the competition and the fun. Real money trading is an interesting economic activity used to exchange assets in a virtual world with real world currencies, leading to imbalance of game economy and inequality of wealth and opportunity. Game operation teams have been devoting much efforts on real money trading detection, however, it still remains a challenging task. To overcome the limitation from traditional methods conducted by game operation teams, we propose, MVAN, the first multi-view attention networks for detecting real money trading with multi-view data sources. We present a multi-graph attention network (MGAT) in the graph structure view, a behavior attention network (BAN) in the vertex content view, a portrait attention network (PAN) in the vertex attribute view and a data source attention network (DSAN) in the data source view. Experiments conducted on real-world game logs from a commercial NetEase MMORPG( JusticePC) show that our method consistently performs promising results compared with other competitive methods over time and verifiy the importance and rationality of attention mechanisms. MVAN is deployed to several MMORPGs in NetEase in practice and achieving remarkable performance improvement and acceleration. Our method can easily generalize to other types of related tasks in real world, such as fraud detection, drug tracking and money laundering tracking etc.
Jianrong Tao, Jianshi Lin, Shize Zhang, Sha Zhao, Runze Wu 0001, Changjie Fan, Peng Cui 0001
KDD1
2018 NGUARD: A Game Bot Detection Framework for NetEase MMORPGs
abstract
Game bots are automated programs that assist cheating users and enable them to obtain huge superiority, leading to an imbalance in the game ecosystem and the collapse of user interest. Therefore, game bot detection becomes particularly important and urgent. Among many kinds of online games, massively multiplayer online role playing games (MMORPGs), such as World of Warcraft and AION, provide immersive gaming experience and attract many loyal fans. At the same time, however, game bots in MMORPGs have proliferated in volume and method, evolving with the real-world detection methods and showing strong diversity, leaving MMORPG bot detection efforts extremely difficult. To deal with the fast-changing nature of game bots, we here proposed a generalized game bot detection framework for MMORPGs termed NGUARD, denoting NetEase Games' Guard. NGUARD takes charge of automatically differentiating game bots from humans for MMORPGs. In detail, NGUARD exploits a combination of supervised and unsupervised methods. Supervised models are utilized to detect game bots in observed patterns according to the training data. Meanwhile, unsupervised solutions are employed to detect clustered game bots and help discovering new bots. The game bot detection framework NGUARD has been implemented and deployed in multiple MMORPG productions in the NetEase Game portfolio, achieving remarkable performance improvement and acceleration compared to traditional methods. Moreover, the framework reveals outstanding robustness for game bots in mutated patterns and even in completely new patterns on account of the design of the auto-iteration mechanism.
Jianrong Tao, Jiarong Xu, Linxia Gong, Changjie Fan, Zhou Zhao 0001
KDD1
2016 Discovering different kinds of smartphone users through their application usage behaviors
abstract
Understanding smartphone users is fundamental for creating better smartphones, and improving the smartphone usage experience and generating generalizable and reproducible research. However, smartphone manufacturers and most of the mobile computing research community make a simplifying assumption that all smartphone users are similar or, at best, constitute a small number of user types, based on their behaviors. Manufacturers design phones for the broadest audience and hope they work for all users. Researchers mostly analyze data from smartphone-based user studies and report results without accounting for the many different groups of people that make up the user base of smartphones. In this work, we challenge these elementary characterizations of smartphone users and show evidence of the existence of a much more diverse set of users. We analyzed one month of application usage from 106,762 Android users and discovered 382 distinct types of users based on their application usage behaviors, using our own two-step clustering and feature ranking selection approach. Our results have profound implications on the reproducibility and reliability of mobile computing studies, design and development of applications, determination of which apps should be pre-installed on a smartphone and, in general, on the smartphone usage experience for different types of users.
Sha Zhao, Julian Ramos 0001, Jianrong Tao, Ziwen Jiang, Shijian Li, Zhaohui Wu 0001, Gang Pan 0001, Anind K. Dey
UbiComp3